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  • Create image processing apps powered by Apple silicon

    Discover how to optimize your image processing app for Apple silicon. Explore how to take advantage of Metal render command encoders, tile shading, unified memory architecture, and memoryless attachments. We'll show you how to use Apple's unique tile based deferred renderer architecture to create power efficient apps with low memory footprint, and take you through best practices when migrating your compute-based apps from discrete GPUs to Apple silicon.

    Recursos

    • Debugging the shaders within a draw command or compute dispatch
    • Metal Feature Set Tables
    • Metal
    • Metal Shading Language Specification
      • Video HD
      • Video SD

    Videos relacionados

    WWDC20

    • Harness Apple GPUs with Metal
    • Optimize Metal Performance for Apple silicon Macs
  • Buscar este video…
    • 10:53 - Memoryless attachments

      let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(…)
      let outputTexture = device.makeTexture(descriptor: textureDescriptor)
      
      textureDescriptor.storageMode = .memoryless
      let tempTexture = device.makeTexture(descriptor: textureDescriptor) 
      
      let renderPassDesc = MTLRenderPassDescriptor()
      renderPassDesc.colorAttachments[0].texture      = outputTexture
      renderPassDesc.colorAttachments[0].loadAction   = .dontCare
      renderPassDesc.colorAttachments[0].storeAction  = .store
      renderPassDesc.colorAttachments[1].texture      = tempTexture
      renderPassDesc.colorAttachments[1].loadAction   = .clear
      renderPassDesc.colorAttachments[1].storeAction  = .dontCare
      
      let renderPass = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDesc)
    • 12:25 - Uber-shaders impact on registers

      fragment float4 processPixel(const constant ParamsStr* cs [[ buffer(0) ]])
      {
        if (cs->inputIsHDR) {
          // do HDR stuff
        } else {
          // do non-HDR stuff
        }
        if (cs->tonemapEnabled) {
          // tone map
        }
      }
    • 13:32 - Function constants for Uber-shaders

      constant bool featureAEnabled[[function_constant(0)]];
      constant bool featureBEnabled[[function_constant(1)]];
      
      fragment float4 processPixel(...)
      {
        if (featureAEnabled) {
          // do A stuff
        } else {
          // do not-A stuff
        }
        if (featureBEnabled) {
          // do B stuff
        }
      }
    • 23:02 - Image processing filter graph

      typedef struct
      {
          float4 OPTexture        [[ color(0) ]];
          float4 IntermediateTex  [[ color(1) ]];
      } FragmentIO;
      
      fragment FragmentIO Unpack(RasterizerData in [[ stage_in ]],
                                 texture2d<float, access::sample> srcImageTexture [[texture(0)]])
      {
          FragmentIO out;
          
          //...
                               
          // Run necessary per-pixel operations
          out.OPTexture       = // assign computed value;
          out.IntermediateTex = // assign computed value;
          return out;
      }
      
      fragment FragmentIO CSC(RasterizerData in [[ stage_in ]], FragmentIO Input)
      {
          FragmentIO out;
      
          //...    
          
          out.IntermediateTex = // assign computed value;
          return out;
      }

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